The Emerald Spire Superdungeon

Game Master Lucretian

An intense tactical dungeon crawl for 4 PCs to experience the mysteries and depths of the legendary Emerald Spire.


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Hey all, just wanted to do an interest check on who would want to run this module. It is pretty tactical combat heavy so I will most likely be using roll20 for maps and such. If you are into it post here in the recruitment thread with the character you'd most like to participate with.

Some background information on me::
I've GM'd for over a year now on Pen and Paper and since it's difficult for some of my friends to make it, I'd like to try my hand at PbP forums. I always have access to a computer so I'm really active when it comes to replying and things like that so no issues there. I'd like to try and run this module as I just picked it up and I really enjoy watching people come up with tactics to run differently in every setting.

So without further ado; here are the guide lines:

Where?: Why the Emerald Spire of course!
Legal: CRB, ACG, APG only Paizo published.
Player Count: 4 PCs, 1 GM
Character Creation: 20 point buy, Wealth: Roll, if below take average, 2 traits, hit points will be max at level 1, then average round down. Level 1 start fast experience track, alignment: no evil preferably.
Play style: Expect lots of combat and dungeon crawling, and I expect good enough role-play / party banter. Using tactical maps.
Posting Style: Please be organized and use bold to denote character speech, out of character for out of character, and italics for mind stuffs. I like it when things look pretty and it makes it easier to read. :)
Selection: I will be choosing players based on an interest factor and organization and I will comprise the party of what I feel would be the most balanced group design.

So go ahead and post, I’m interested to see which characters show up. :)

P.S. I will update campaign info once I get home. Don't have the book currently with me. ;)


Pathfinder Roleplaying Game Superscriber

Will you be running this for pfs credit or not?


I'm looking at throwing together a Dwarven fighter and I'm looking at the Foehammer archetype from the Advanced Race Guide if you'll allow it. dotted for interest


JAF0 wrote:
Will you be running this for pfs credit or not?

Unfortunately not. Sorry.

Bahbrahb wrote:
I'm looking at throwing together a Dwarven fighter and I'm looking at the Foehammer archetype from the Advanced Race Guide if you'll allow it. dotted for interest

Yeah that's fine. ARG is allowed with the only stipulations being core races must be picked. Any archetypes from those said core races are allowed. :)


starting wealth: 5d6 ⇒ (2, 3, 6, 1, 3) = 15

so average at 175


I have this warpriest of Ragathiel who would be interested.


Here's the dwarven foehammer.

Scarab Sages

Pathfinder Lost Omens Subscriber

Starting wealth: 3d6 ⇒ (6, 1, 1) = 8 so average: 105 gp

Here's my submission for the game:

Ellis Brokefist Pujade:
Ellis "Brokefist" Pujade
Male human investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100)
N Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +0 (1d6) or
. . dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits child of the streets, resilient
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +3, Disable Device +2, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +8, Perception +5, Spellcraft +8, Stealth +3
Languages Abyssal, Celestial, Common, Goblin, Infernal, Sylvan
SQ alchemy (alchemy crafting +1), inspiration (4/day), trapfinding +1
Other Gear studded leather, club, crossbow bolts (20), dagger, light crossbow, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, trail rations (5), travelling formula book[UE], waterskin, 3 gp, 1 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Ellis “Breakfist” Pujade was born in the River Kingdom of Daggermark and became apprenticed to the Poisoner’s Guild there at a young age. When he was 14, he realized what the various caustic substances that he was helping to create were being used for, and quickly left that very night; he simply could not condone that kind of underhanded behavior. He didn’t think murder was necessarily a bad thing, he had met plenty of nasty people in his young life that deserved death, it’s just that he believed that poison was an underhanded and unfair way of going about it.

He acquired his nickname when he was 15 and argued with a Kellid mercenary twice his size and weight whom he had just seen backstab a young nobleman in a barroom brawl; he had his hand broken for the trouble.

Breakfist now travels about the River Kingdoms selling his services to those who can afford it. Sadly, things have not been going well this past year, and he’s almost down to his last copper. He’s considered selling his alchemy kit in order to buy food a number of time in the past few months, but realizes that would leave him incapable of earning any more money.

Dark Archive

Does that mean no stuff from ultimate magic?


loc wrote:
Does that mean no stuff from ultimate magic?

Ultimate Magic is included in the ACG. So yes, you can play the classes listed there. :)


Current Applicants:

Melee
Dugan Shieldcrusher: Fighter (Foehammer)
Marcellino Wintrish: Warpriest of Ragathiel

Ranged

Spellcaster

Hybrid
Ellis 'Brokefist' Pujade: Investigator (Empiricist)

Support


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I'm interested in playing, I'll be creating Vrylis Kurgan as a Half-Elf Male Alchemist.

Starting Wealth: 3d6 ⇒ (6, 6, 2) = 14


I'd like to play a ranger. I'll get her worked up later today.
If a ranger will work for your setting, that is. If it won't work well, I could do a ranged rogue.


Could I ask about the expected posting rate? I tend to think it is good to know what is expected in advance and tend to prefer a minimum expectation of 1 post per day.


Junelee wrote:

I'd like to play a ranger. I'll get her worked up later today.

If a ranger will work for your setting, that is. If it won't work well, I could do a ranged rogue.

A Ranger would work fine. Just be mindful that there won't be many big open areas. :)


TawnyKnight wrote:
Could I ask about the expected posting rate? I tend to think it is good to know what is expected in advance and tend to prefer a minimum expectation of 1 post per day.

Expected is minimum 1 per day, although I am pretty active so if I see fit I will progress it much quicker it people are posting quicker / the situation allows it. :)


Thinking Oracle of Fire...


This looks interesting, I am thinking a Transmuter Arcanist. Will there be time for crafting?


When will you close recruitment?


Evelyn Kenwick wrote:
This looks interesting, I am thinking a Transmuter Arcanist. Will there be time for crafting?

Most likely not too much time for crafting as dungeon delving will be pretty fast and furious. Probably only going back to town a couple times throughout the course of the adventure.


Junelee wrote:
When will you close recruitment?

I'm going to be leaving recruitment open until June 19, Sunday, 10:00pm, to give people time to see the post and create characters, the final decision will be made that night. Discussion opening June 20, with pbp start date set on June 21.


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Here's my submission.

Vrylis Kurgan:
Vrylis Kurgan

Male Half-Elf Alchemist 1
CG Medium Humanoid(Half-Elf)
Init: +4 Senses: +7, Low-light Vision
-----------------
Defense
-----------------
AC
17, Touch 12, Flat-Footed 15 (+5 Armor, +2 Dex)
HP 9 (1d8+1)
Fort +3, Ref +4, Will +1
-----------------
Offense
-----------------
Speed
30 ft. (20 ft. in armor)
Melee Light Mace +0 (1d6) or
..Dagger +0 (1d4/19-20)
Ranged Light Crossbow +2 (1d8/19-20)
..Bomb +3 (1d6+4 Fire)
Alchemist Extracts Prepared (CL 1st; Concentration +5)
..1st - Cure Light Wounds, Bomber's Eye
-----------------
Statistics
-----------------
Str
11 Dex 14 Con 12 Int 18 Wis 12 Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Armor Proficiency (Medium)
Traits Caretaker, Reactionary
Skills Acrobatics -2 (-4 Armor), Appraise +4, Climb -4 (-4 Armor), Craft Alchemy +10 (+11 to Create Alchemical Items) Disable Device +2, Escape Artist -2 (-4 Armor), Fly -2 (-4 Armor), Heal +6, Knowledge (Arcana) +8, Knowledge (Nature) +8, Perception +7, Ride -2 (-4 Armor), Sense Motive +1, Stealth -1 (-4 Armor), Survival +1, Swim -4 (-4 Armor), Use Magic Device +4
Languages Common, Dwarven, Elven, Goblin, Shae, Sylvan
SQ Alchemy (Alchemy Crafting +1), Bombs 5/day, Elf Blood, Elven Immunities, Elven Immunities - Sleep, Half-Elf Alchemist, Low-Light Vision, Mutagen, Throw Anything
Other Gear Scale-mail, Dagger, Light Mace, Light Crossbow, Crossbow Bolts(20), Bedroll, Backpack, Beltpouch, Caltrops, Alchemy Crafting Kit, Torch(5), Trail Rations(10), Explorer's Outfit, Canteen, 9 gp, 9 sp, 5 cp, Alchemy Formula Book(Cure Light Wounds, Bomber's Eye, Expeditious Retreat, Identify, Jump, Reduce Person DC 15)
------------------
Special Abilities
------------------
Alchemy +1 (Su)
+1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14)(Su) Thrown Splash Weapon deals 1d6+4 Fire damage.
Elf Blood Half-Elves count as both Elves, and Humans for any effect related to race.
Elven Immunities +2 racial bonus on saving throws against enchantment spells and effects.
Elven Immunities - Sleep You are immune to magic sleep effects.
Half-Elf Alchemist Add +1 foot to the range increment of the Alchemist's Thrown Splash Weapons, including the Alchemist's Bombs.
Low-Light Vision See twice as far as a Human in dim light, distinguishing color and detail.
Mutagens (DC 14)(Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 to nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons, +1 to hit with thrown splash weapons.
----------------
Background
----------------

Vrylis Kurgan was born in Oppara of Taldor to a Elven Mother and Human Father, and had a older Sister. His parents were of the Traveling Faith to help guide others towards the wisdom of Desna, and when he became old enough they had sent him to a church of Desna to learn to become a Cleric of Desna, although he did believe in the wisdom of Desna he also believed that nature itself bestowed its own gifts of power, and expressed an interest in the Alchemical arts, and after some years left the Church to travel and help others, through his own means and speaking a prayer with those whose woes he helped ail.

He recently took to adventuring in the hopes of discovering new Formula to better understand both the nature of good, and evil to help better be prepared against it.


I'll jump in here! I am definitely interested in running through the module. So you'll notify us if we got a spot in the party on June 19th in this forum, correct?

Spoiler:

Starting Character Wealth: 1d6 ⇒ 4 so 40 GP to start.

Akira Amane
Male human monk 1 (Pathfinder RPG Core Rulebook)
N Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 13, Touch 13, Flat-footed 10 (+0 armor, +2 Dex, +1 dodge bonus)
HP 8 (1d8+1)
Fort +3, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed +3 (1d6) or
. . Quarterstaff +3 (1d6/20)
Ranged Shuriken +2 (1d2/20)
--------------------
Satistics
--------------------
Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats Improved Initiative, Dodge, Stunning Fist (class)
Traits World Traveler (Sense Motive), Seeker
Skills Acrobatics +6, Climb +3, Craft () +0, Escape Artist +6, Intimidate +4, Knowledge (History) +0, Knowledge (Religion) +0, Perception +7, Perform (Woodwinds) +1, Profession () +2, Sense Motive +3, Stealth +6, Swim +3
Languages Common
Other Gear Monk’s Outfit, Waterskin, Trail Rations (5 days), Silk Rope (50 ft.), Backpack, Bedroll, Blanket (winter), 16 GP, 9 SP
--------------------
Special Abilities
--------------------
Flurry of Blows -1 (Ex) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Stunning Fist (1/day) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Improved Initiative You get a +4 bonus on initiative checks.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
--------------------


Akira Amane wrote:

I'll jump in here! I am definitely interested in running through the module. So you'll notify us if we got a spot in the party on June 19th in this forum, correct?

** spoiler omitted **...

That is correct!


Loving the submissions so far guys, keep at it. :)


Gold: 2d6 ⇒ (6, 6) = 12...Nice


Giving this ago for a Bloodrager

Gold: 3d6 ⇒ (3, 4, 3) = 10

The Exchange

I might play. One spot still open, right?


Open applications, yes. No one has been given a definite spot, so all are welcome to apply by June 19 per OP/GM. :)


Theliah Strongarm wrote:
I might play. One spot still open, right?

Applications will go until the 19th. You're welcome to apply still! :)

I'll comprise a list of current applicants once I get home.

Sczarni

Working on a gnome illusionist.

Starting GP:

2d6 ⇒ (1, 4) = 5 x10 so, average of 70gp.

Sczarni

Zedwood Giltron

Male Gnome Illusionist 1

CG Small humanoid (gnome)

Init: +2; Senses: Perception +3; Low-Light Vision

Speed: 20, Languages: Common, Gnome, Sylvan, Draconic, Goblin, Dwarven, Elven

Defense

AC 13 (+2 Dex, +1 Size) Touch 13 FF 11

HP 7 (1d6+1)

Fort +1 Ref +2 Will +2

Offense

Melee: Club +0 (1d4-1)

Ranged: Crossbow +3 (1d6 19-20/x2) Range 80, Ammo 20 ______

BAB 0 CMB -2 CMD 10

Statistics

Abilities: Str 8 Dex 14 Con 12 Int 17 Wis 10 Cha 14

SQ: Favored Class (Wizard), Keen Senses, Obsession (Craft:Alchemy), Defensive Training, Hatred, Illusion Resistance, Extended Illusions (+1), Arcane Bond (Ring)

SA: Blinding Ray (+4 to hit, 30’, blinds 1hd for 1 rd; 6/day)

Feats: Effortless Trickery, Scribe ScrollB

Skills: Craft (alchemy) +9, Knowledge (local) +7, Knowledge (arcana) +7, Linguistics +7, Perception +3, Spellcraft +7

Combat Gear:

Equipment: backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (5), trail rations (5 days), waterskin, crossbow, bolts (20)

Coin 14 gp

Carried Weight: 12 lbs

SLA: 1/day; ghost sound, dancing lights, prestidigitation, speak with animals

Spells Prepared: (CL 1, Concentration +4, DC Spell Level +3, Illusions +4 / Prohibited Schools: Necromancy, Evocation)

[b]Cantrips: ghost sound, dancing lights, detect magic

1st:grease, silent image, sleep

Spellbook:

0th: All except Necromancy/Evocation

1st: enlarge person, grease, silent image, sleep, color spray, shield[/i]

Description: Zedwood stands about 3’4” tall, and weighs just under 40 lbs. He wears his hair fairly long, styled up in a plume reminiscent of a candle flame or torch’s nozzle. Most recently, the color is purple; dark at the roots and fading to pale lavender near the tips. His eyebrows and mustache match the darker hue, while his brilliant green eyes stand out in stark contrast.

He wears well-worn and often repaired traveler’s garb, with numerous small burn marks and scorches on the cuffs. The current hue is a dark green with dark brown accents.

Personality: Extremely curious and generally pleasant, Zedwood is happy to go out of his way to help those who ask. He is overjoyed in seeing families work in the same trade, or ethical master/apprentice relationships. Abusive relationships drive him away, either fleeing or hiding as soon as he can, or dealing with the abuser in a non-lethal fashion if he feels he is able to do so safely.

Zedwood wears a smile nearly all the time, even when in dangerous situations. He speaks in a surprisingly deep voice for a gnome, and enjoys switching languages or mixing in particular words from other tongues to emphasize points or better describe things.

Background: Zedwood hails from the port town of Riddleport originally. His parents were involved in the import/export trades, focusing on dyes, spices, and alchemical reagents. He worked in the family store for several years before being struck by an overarching desire to see the world and experience true adventure. Knowing he would need some way to defend himself and make himself valuable to either the Pathfinder Society or an independent adventuring company, he took up study of wizardry.

Having mastered the basics, with a focus on the gnome’s racial talents, he has been navigating his way through towns, hamlets, and minor dungeons for a little bit. He remains optimistic and eager as ever to see the world and do some good.


Let me know if I missed you; also please post in Spoiler for characaters. :P

Current Applicants:

Melee
Dugan Shieldcrusher: Fighter (Foehammer)
Marcellino Wintrish: Warpriest of Ragathiel
Akira Amane: Monk

Ranged

Spellcaster
Zedwood Giltron: Illusionist

Hybrid
Ellis 'Brokefist' Pujade: Investigator (Empiricist)

Support
Vrylis Kurgan: Alchemist


i wanna play a kitsune Storm Druid. Gonna be my first game!

Gold: 2d6 ⇒ (3, 3) = 6

Nine Winds:
[fluff] Nine Winds who's true name is Akiho Kaze (reverts to true form if said or heard)
Voidkin Kitsune Storm Druid1 (I will add ranger later)
Nine-Tailed Inheritor (http://www.d20pfsrd.com/races)

Human Form
Black Hair shoulder length fuzzy bedhead with gold eyes
Black ears and tails capped in white
She wears a bright blue robe
She has a mole under her right eye
Deception 18+4=22 Pretty
Sadly her real name cancels form
True Form
Mostly White fur
Black ears and tails capped in white
Bright blue eyes filled with power

Nine used to live in a forest village that caught a heavy plauge. She and here family prayed in the village temple, and studyed divine magic together.
One day the King of the Forest demanded a sacrifice of two people, or he would destroy the village. Leaving only destruction in his wake.
The sacrifice was chosen through a lottery. Nine and her father won, but her mother swapped her pebble. Taking Nine's rite of sacrifice in her place.
Nine tried to stop it, but she was powerless under the King's might. Her parent's souls protected her, a made her a Nine-Tailed Inheritor.
She could only use the power to escape his wrath. Days later, a nomadic group of druids walked through her village.
Nine had failed to save her family, but the plauge was lifted. The sound of hacking and coughing was gone, and a fresh breeze blew out the smell of sickness.
Yet the entire village met to vote on what to Nine. The Druids walked in all four of them in single file weightlessly. The leader is an elf named ...
He said that if they planned to banish Nine, for defiaing the King of the Forest then they'd take her and train her. The village naturally agreed. Nine was 15 years old.
10 years Later~
Nine is now 25 years old. Having meditated for a while, and learning the some of the Druidic arts. Nine had a vision from Gozreh.
She appeared behind Nine, a beautiful women
who was wrapped in wind. She had green hair, and was holding a trident. She said that it was time to go and gain the power of the Storm.
"In order to.defeat your fears," then Nine sets out on her first adventure.

Nature -The Way
Nine is given freedom from her flock by Gozrbeh. She was used to a discipline as she walked The Path. Nine was saved by an old tradition, and The Path that she walked showed her the value of loyalty. She craves adventure and works to benefit herself and others in order to find power to use it protect her friends. Her connection with Gozreh now gives her the powers of the storm. She holds her neutralty closely.

Nine has Fey blood, and is afraid of captivity. She really doesn't like to be tied up or behind bars. She will do whatever it takes to get free.

[crunch]modern human language kitsune druid (storm druid) 1
LN Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision, Perception +7
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +5, +1 trait bonus on all saving throws against scrying and mindreading effects that allow saving throws.

OFFENSE
Speed 30 ft.
Melee bite -2  (1d4-2)
Innate Spell-Like Abilities: dancing lights ( 3/day) disguise self ( DC , 2/day) Druid Spells Prepared (CL 1st, concentration +4):

STATISTICS
Str 6, Dex 18, Con 10, Int 13, Wis 16, Cha 14
Base Atk +0; CMB -2; CMD 12
Feats Magical Tail
Skills Acrobatics +7 , Artistry +2 , Bluff +3 , Climb +2 , Craft (Alchemy) +5 , Handle Animal +6 , Heal +7 , Intimidate +3 , Knowledge (Geography) +5 , Knowledge (Nature) +7 , Lore (A particular monastery) +2 , Lore (Dwarven history) +2 , Lore (Famous battles in a region) +2 , Perception +7 , Ride +8 , Spellcraft +5 , Stealth +5 , Survival +9 , Swim +2
Traits quick learner, wanderer's shroud
Languages Common, Druidic, Dwarven, Sylvan
SQ agile, bonus druid attitude rolls (2x), change shape, kitsune magic, low-light vision, natural weapon, natural weapons, nature bond, nature sense, orisons, spontaneous domain casting +3
Gear bite

SPECIAL ABILITIES
Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.
Bonus Druid Attitude Rolls (2x) Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.
Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. (PcGen6.0)
[crunch]

Silver Crusade

This looks fun.
I would like to submit an archer rogue.

Starting Gold: 4d6 ⇒ (6, 6, 4, 1) = 17


DM wrote:
Let me know if I missed you; also please post in Spoiler for characaters. :P

You missed me

Silver Crusade

This is what I have so far.
Kyrathes

Still working on character sheet formatting and my inventory tracking sheet


Definitely interested, crunch is already done, will work out a full background later when not at work. Already spent gold, but took average.

Edit: Crunch is formatted in profile and Hell Knight Ancestry is a campaign trait from the unofficial Emerald Spire player's guide, let me know if you want me to change that out.


I am going to back out, I foresee possible chaos on the horizon.


Just to be super clear, nothing in the Player Companions, Campaign Settings, Adventure Paths, Ultimates, or the ARG (except what pertains to the Core Races) is on the table?

I've already built my character from just Core, APG, & ACG at the moment but before I make purchases, just want to be 100%. :-)

Sovereign Court

I'd like to offer this Investigator.

I created him for an Emerald Spire game that never got past the first room and I'd really love to play him in that setting!

Starting Gold: 3d6 ⇒ (6, 2, 5) = 13 x10= 130gp .


Dotting...

How about a female Shoanti Bard (Thundercaller)

Would you be OK with the Archtype?


Character sheet formatting is complete.

Working on the appearance and background now.


Updated with background and appearance. Like I said, let me know if I need to change out that trait. *fingers crossed*


Updated, moved some abilities around and swapped feats. Going to go with a different build than I initially intended.


Ah, oops, Hell Knight Ancestry is from Cheliax: Empire of Devils. Still if that's not allowed let me know, I'd like to take Avid Reader (fits background still, from Quests and Campaigns). If that's still not alright I'll try to find something else that fits with his background.


I would like to apply for the ranged spot.
What would you prefer, a gunslinger or flying blade. I just ask because many people say no to gunslingers


Introducing Brosk Nadim, Half-Orc Ranger

Stats and numbers:
Brosk Nadim
Male Half-Orc ranger 1
NG Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +5
=================================================
DEFENSE
=================================================
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, )
hp 12 ((1d10)+2)
Fort +5, Ref +7, Will +1, +2 trait bonus on all saving throws against illusions.

=================================================
OFFENSE
=================================================
Speed 20 ft.
Ranged longbow +4 (1d8/x3)
Melee sword, short +3 (1d6+2/19-20)
Special Attacks Animal +2,

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 10,
Base Atk +1; CMB +3; CMD 16
Feats Lightning Reflexes
Skills Acrobatics +1, Disable Device +1, Heal +5, Perception +5, Stealth +4, Survival +5,
Traits Resilient, Skeptic,
Languages Common, Orc
SQ darkvision, intimidating, orc blood, orc ferocity, track +1, weapon familiarity, wild empathy +1,
Combat Gear rations (trail/per day) (5), torch (5),
Other Gear longbow, studded leather, arrow (50), backpack, bedroll, lantern (hooded), explorer's outfit, rope (hemp/50 ft.), soap (per lb.), waterskin (filled), pouch (belt), sword, short, 43.82 gp
=================================================
SPECIAL ABILITIES
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Animal (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Background::

Brosk was a groundskeeper and huntsman in the service of one of the many lords of the River Kingdoms. A typical outdoorsman, he likes to keep to himself, taking the lord and his entourage out on hunting trips and teaching them in the ways of the wild. When not hunting, he used his time to tend to the gardens or practicing his survival skills.

In the River Kingdoms, lords never reign for a very long time. Brosk's lord held out for a long time but had to resign after a shift in the region's balance of power. Not content with the new ruler in the region, Brosk decided it was time to leave the gardens and hunting grounds behind and make a life for himself somewhere else. Maybe in service of a new lord, maybe lending his services to a small town or hamlet as a hunter, or maybe even living out in the wilds on his own for a while.


Wealth Roll:
Money: 3d6 ⇒ (1, 6, 5) = 12

120 GP to start!

Vitranna:

Vitranna of the Tamir-Quah (Wind Clan)
Level 1 Bard (Thundercaller)
LN Medium Female Human (Shoanti)
Init +2; Perception +4

STATISTICS:
Str 12, Dex 15, Con 12, Int 12, Wis 10, Cha 17
Base Atk +0; CMB +1; CMD 13
Size: 6"
Weight 175 lbs
Speed 30ft.

DEFENSE:
AC 16, touch 13, flat-footed 13
HP 9 (d8 +1 Con +0 Favored Class)
Fort +1; Ref +4; Will +3;
Immunities/resistance/etc.

OFFENSE:

Melee:
+1 Dagger (1d4+1) +1 w/Arcane Strike
-3 Shoanti Totem Spear (1d10+1) +1 w/Arcane Strike(Non-Proficient)

Ranged:
+2 Dagger (1d4+1) +1 w/Arcane Strike
-2 Shoanti Totem Spear (1d10+1) +1 w/Arcane Strike(Non-Proficient)

Special Attacks/Abilities: Spells, Bardic Performance

FEATS
Arcane Strike (1st Level)

-Traits-
*Auspicious Tattoo (Race):
You bear a tattoo depicting one of the totems listed for your that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.
*Armor Expert (Combat):
reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Skills: 9 pts (8/lvl +1 Favored Class)
Adventuring Skills (x)=Class Skill
(x)Use Magic Device +7
(x)Knowledge(Arcana) +5
(x)Knowledge(Nature) +5 (+1/2 Bard level bonus)
(x)Spellcraft +5
(x)Perception +4
(x)Performance (Wind) +7
(x)Performance (Dance) +7
Handle Animal +4 (+1/2 Bard level bonus)
Survival +1 (+1/2 Bard level bonus)

Languages: Common, Shoanti

SQ
Bardic Performance: (7/day)
~A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
~Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Available Performances:
*Countersong (Su)
*Distraction (Su)

Bound to the Land (Ex)
A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge.

Spellcasting

Bard Spells Usable/Day:
0 lvl: Infinite -Detect Magic, Mage Hand, Dancing Lights, Ghost Sound
1st lvl: 3/day - Ear-Piercing Scream, Liberating Command, Cure Light Wounds

Combat Gear:
Hide shirt (20gp) (+3AC +1ACP -1ACP w/trait)
Dagger x4 (8gp)
Shoanti Totem Spear (25gp)(Exotic Weapon)
Description: If the user is trained in the spear’s use, a totem spear can be used by bards to create bardic music effects using Perform (wind instrument). The spear itself has a strong, flexible shaft, and in the hands of one trained in its use, grants a +2 circumstance bonus on Acrobatics checks. The spear’s relatively wide head allows it to be used as a slashing weapon, swung side to side, or as a piercing weapon in a more traditional spear-fighting technique.

Other Gear:
Bard's Kit (41gp)
*Backpack, a bedroll, a belt pouch, a common musical instrument (Pan Pipes), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Starting Money: 120gp
After: 26gp

Background:
Vitranna was born of the Shoanti, but her father was of a distant land. Once she finally became of age she
decided to go looking for him. Her mother, the tribe's most powerful Thundercaller spoke to the spirits and at their instructions,
gifted Vitranna with a rare Totem Spear (captured from a fight with Sklar-Quah), and told her to head west where the 'Rivers rule
the land and an Emerald Spire will guide her.' So using this information Vitranna left for Korvosa, and from there she
learned of the ancient Emerald Spire in the distant land known as the River Kingdoms. She has finally arrived after a long sea
voyage, looking for her lost father, who could already very be dead and rotting away in the vast unknown called the Emerald Spire...
but she had to know for sure. So the spire calls. One way or another she will get her answer.


pinvendor wrote:

Just to be super clear, nothing in the Player Companions, Campaign Settings, Adventure Paths, Ultimates, or the ARG (except what pertains to the Core Races) is on the table?

I've already built my character from just Core, APG, & ACG at the moment but before I make purchases, just want to be 100%. :-)

Correct.

He'sDeadJim wrote:

Dotting...

How about a female Shoanti Bard (Thundercaller)

Would you be OK with the Archtype?

Since that is pretty cool flavour, I will allow it.

Helikon wrote:

I would like to apply for the ranged spot.

What would you prefer, a gunslinger or flying blade. I just ask because many people say no to gunslingers

Both are legal, so you can play either.

I'll update the character postings when I arrive home later in the evening.

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